Add unit tests for global-struct initialization in Metal.

Previously, we had no unit test coverage for the Metal `struct Globals`
object. This CL adds simple tests for numeric globals and samplers.

Change-Id: I259c3cf416d5a1a03b1f815cc4c03891d60cbd08
Bug: skia:10382
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/300616
Auto-Submit: John Stiles <johnstiles@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: John Stiles <johnstiles@google.com>
This commit is contained in:
John Stiles 2020-07-06 09:59:45 -04:00 committed by Skia Commit-Bot
parent cdcdb0469c
commit 88a4107967

View File

@ -9,7 +9,7 @@
#include "tests/Test.h"
static void test(skiatest::Reporter* r, const char* src, const SkSL::Program::Settings& settings,
static void test(skiatest::Reporter* r, const SkSL::Program::Settings& settings, const char* src,
const char* expected, SkSL::Program::Inputs* inputs,
SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) {
SkSL::Compiler compiler;
@ -32,18 +32,17 @@ static void test(skiatest::Reporter* r, const char* src, const SkSL::Program::Se
}
}
static void test(skiatest::Reporter* r, const char* src, const GrShaderCaps& caps,
static void test(skiatest::Reporter* r, const GrShaderCaps& caps, const char* src,
const char* expected, SkSL::Program::Kind kind = SkSL::Program::kFragment_Kind) {
SkSL::Program::Settings settings;
settings.fCaps = &caps;
SkSL::Program::Inputs inputs;
test(r, src, settings, expected, &inputs, kind);
test(r, settings, src, expected, &inputs, kind);
}
DEF_TEST(SkSLMetalHelloWorld, r) {
test(r,
test(r, *SkSL::ShaderCapsFactory::Default(),
"void main() { sk_FragColor = half4(0.75); }",
*SkSL::ShaderCapsFactory::Default(),
"#include <metal_stdlib>\n"
"#include <simd/simd.h>\n"
"using namespace metal;\n"
@ -61,15 +60,15 @@ DEF_TEST(SkSLMetalHelloWorld, r) {
}
DEF_TEST(SkSLMetal2x2MatrixCopyFromFloat2x2, r) {
test(r, R"__SkSL__(
test(r, *SkSL::ShaderCapsFactory::Default(),
R"__SkSL__(
void main() {
float2x2 m1 = float2x2(float2(1, 2), float2(3, 4));
float2x2 m2 = m1;
float2x2 m3 = float2x2(m1);
sk_FragColor = half4(half(m1[0][0] + m2[0][0] + m3[0][0]));
})__SkSL__",
*SkSL::ShaderCapsFactory::Default(),
R"__MSL__(#include <metal_stdlib>
R"__MSL__(#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Inputs {
@ -87,14 +86,14 @@ fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front
}
DEF_TEST(SkSLMetal2x2MatrixCopyFromConstantPropagatedFloat4, r) {
test(r, R"__SkSL__(
test(r, *SkSL::ShaderCapsFactory::Default(),
R"__SkSL__(
void main() {
float2x2 m1 = float2x2(float4(1, 2, 3, 4));
float2x2 m2 = m1;
float2x2 m3 = float2x2(m1);
sk_FragColor = half4(half(m1[0][0] + m2[0][0] + m3[0][0]));
})__SkSL__",
*SkSL::ShaderCapsFactory::Default(),
R"__MSL__(#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
@ -116,7 +115,8 @@ fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front
}
DEF_TEST(SkSLMetalMatrices, r) {
test(r, R"__SkSL__(
test(r, *SkSL::ShaderCapsFactory::Default(),
R"__SkSL__(
void main() {
float2x2 m1 = float2x2(float4(1, 2, 3, 4));
float2x2 m2 = float2x2(float4(0));
@ -132,7 +132,6 @@ void main() {
sk_FragColor = half4(half(m1[0][0] + m2[0][0] + m3[0][0] + m4[0][0] + m5[0][0] +
m6[0][0] + m7[0][0] + m8[0][0] + m9[0][0] + m10[0][0] + m11[0][0]));
})__SkSL__",
*SkSL::ShaderCapsFactory::Default(),
R"__MSL__(#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
@ -161,11 +160,10 @@ fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front
}
DEF_TEST(SkSLMetalConstantSwizzle, r) {
test(r,
test(r, *SkSL::ShaderCapsFactory::Default(),
"void main() {"
"sk_FragColor = half4(0.5).rgb1;"
"}",
*SkSL::ShaderCapsFactory::Default(),
"#include <metal_stdlib>\n"
"#include <simd/simd.h>\n"
"using namespace metal;\n"
@ -181,3 +179,81 @@ DEF_TEST(SkSLMetalConstantSwizzle, r) {
" return *_out;\n"
"}\n");
}
DEF_TEST(SkSLMetalNumericGlobals, r) {
test(r, *SkSL::ShaderCapsFactory::Default(),
R"__SkSL__(
half attr1;
int attr2 = 123;
float attr3;
half4 attr4 = half4(4, 5, 6, 7);
void main()
{
sk_FragColor = half4(attr1, attr2, half(attr3), attr4.x);
}
)__SkSL__",
R"__MSL__(#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
struct Globals {
float attr1;
int attr2;
float attr3;
float4 attr4;
};
fragment Outputs fragmentMain(Inputs _in [[stage_in]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Globals globalStruct{{}, 123, {}, float4(4.0, 5.0, 6.0, 7.0)};
thread Globals* _globals = &globalStruct;
(void)_globals;
Outputs _outputStruct;
thread Outputs* _out = &_outputStruct;
_out->sk_FragColor = float4(_globals->attr1, float(_globals->attr2), _globals->attr3, _globals->attr4.x);
return *_out;
}
)__MSL__");
}
DEF_TEST(SkSLMetalSamplerGlobals, r) {
test(r, *SkSL::ShaderCapsFactory::Default(),
R"__SkSL__(
layout(binding=1) uniform sampler2D texA;
layout(binding=0) uniform sampler2D texB;
void main()
{
sk_FragColor = sample(texA, half2(0)) * sample(texB, half2(0));
}
)__SkSL__",
R"__MSL__(#include <metal_stdlib>
#include <simd/simd.h>
using namespace metal;
struct Inputs {
};
struct Outputs {
float4 sk_FragColor [[color(0)]];
};
struct Globals {
texture2d<float> texA;
sampler texASmplr;
texture2d<float> texB;
sampler texBSmplr;
};
fragment Outputs fragmentMain(Inputs _in [[stage_in]], texture2d<float> texA[[texture(1)]], sampler texASmplr[[sampler(1)]], texture2d<float> texB[[texture(0)]], sampler texBSmplr[[sampler(0)]], bool _frontFacing [[front_facing]], float4 _fragCoord [[position]]) {
Globals globalStruct{texA, texASmplr, texB, texBSmplr};
thread Globals* _globals = &globalStruct;
(void)_globals;
Outputs _outputStruct;
thread Outputs* _out = &_outputStruct;
_out->sk_FragColor = _globals->texA.sample(_globals->texASmplr, float2(0.0)) * _globals->texB.sample(_globals->texBSmplr, float2(0.0));
return *_out;
}
)__MSL__");
}